Marking 20 years since Guitar Hero first launched across the Atlantic, offering everyday gamers the opportunity to feel like a rock star. Not literally, but try telling that someone who has nailed Free Bird’s four-minute instrumental break in front of a packed crowd of friends.
Created by the developers, the game gave players a plastic guitar peripheral to follow on-screen cues moving along the display in time with a song. Every sequence mimicked specific notes, creating the feel of a genuine performance.
Harmonix had already experimented with rhythm games prior to teaming up with the publisher, later purchased by Activision during the mid-2000s. Together, they established the foundations for an unlikely billion-dollar series that had a remarkable impact on numerous musicians featured, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the early financial challenges in securing the recordings – even though initial releases mostly used cover versions.
“We rerecorded every song because the dollar figure was so high,” he explains. “Even with the publishing rights by themselves, it was extremely difficult. We couldn’t get acts such as legendary groups – RedOctane had virtually no money, and we were fairly certain the project would flop. However, when the game took off, and record sales and radio play increased, everyone wanted to participate.”
He continues: “Among the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their children to the songs they loved. It evolved into a multigenerational thing.”
Timeless Music Finds Younger Fans
Irish group the Answer included their track on the 2008 game Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock to the forefront: “Guitar Hero provided a larger, younger audience. Generally such music was seen as music that was past it, however when it was included in the title and teenagers were finding it, abruptly it became trendy. That legitimised it, eliminating the outdated label. It provided our catalog renewed popularity.”
In 2008, the band's debut album remained unreleased in the US, meaning Guitar Hero was a key medium for exposure for the group as they went on a North American tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them recognized us thanks to the game,” Mahon says.
Major Band Spin-offs and Lasting Influence
Rock’s heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around their music collections and associated stories, visuals and rock’n’roll mythology. For example, the Aerosmith edition, reportedly to have made the group more money than any of their records. It sold more than half a million units in its first week, while sales of their songs rose of up to 40% at a time when the music business faced decline.
The series still motivates nimble-fingered dedication within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song made popular by the game – on Clone Hero, a no-cost alternative with similar mechanics and extensive personalization features. The song is difficult enough on the hardest setting, not to mention played at double speed while hitting a single one of the thousands of cues. They stated it took months of practice of practice.
“The game is a fun, imaginary experience. Just as with Call of Duty, that doesn’t mean you should use actual weapons and enlist,” notes musician the artist.
The band previously completed a successful tour when their hit was featured on Guitar Hero III, yet he explains it turned them into widely recognized. “I remember the record label informing us that we were selling albums like crazy,” he says. “It exploded when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it has risked overshadow everything else accomplishments. Last year, the track featured in a trailer for Despicable Me 4. “Previously I felt otherwise, but now I accept it,” Li says. “Should you just listen to a single track, it’s totally cool – each person has a unique musical journey and I'm pleased we played a role in fans' experiences”.
Enduring Legacy of a Iconic Controller
The best promotion, be it for automobiles, clothes or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural human desire to make music, and they wanted to use technology to allow people to participate”.
The majority of Guitar Hero games came out in just a five-year period from 2005 to 2010, including derivative titles such as the DJ version, including a turntable controller, and the band-focused game. Subsequently, corporate focus on peripherals waned, except for a short-lived revival several years later.
Titles such as Clone Hero and Fortnite Festival have kept the community active, with expectations of a new product from the original publisher on the way. A new studio has begun work on its debut rhythm-based title. The initial creators are participating as special advisers. Is the world ready to embrace another game in the spirit of Guitar Hero?
“We thought such titles could be similar to sports games where you can update every year,” he remarks. “With abundant fresh tracks it could remain evergreen, so I’ve always been optimistic. There’s no reason why it can’t persist for future fans.”